Mystic Theurge

Thadoline the Seer's page

2 posts. Alias of Darion Holdfast.


Strength 7
Dexterity 12
Constitution 14
Intelligence 25
Wisdom 12
Charisma 12

About Thadoline the Seer

Hit Points:69 (11d6+33) (+22 CON, +11 favored class)
BAB +5
AC:19/13/18. (+1DEX, +2 Deflection, +4 Armor, +2 Natural)
Initiative: +16 (+4 feats, +4 familiar, +2 traits, +5 diviner, +1 DEX)
Fort. +7. Ref. +6. Will +10

Attacks: Quarterstaff +3(1d6-2)

Spells Prepared:4/7/7/7/5/4/3:

-6th- Contingency, True Seeing, Summon Monster VI
-5th- Summon Monster V, Teleport, Prying Eyes, Transmute Rock to Mud
-4th- Black Tentacles, Summon Monster IV, Scrying, Dimension Door, Globe Of Invulnerability Lesser
-3rd- Summon Monster III, Stinking Cloud, Haste (2), Phantom Steed, Dispel Magic, Arcane Sight
-2nd- Glitterdust, Fog Cloud, Resist Energy, Flaming Sphere, Alter Self, Rope Trick, Detect Thoughts
-1st- Grease, Detect Secret Doors, Detect Undead, Magic Missile (2), Protection From Evil, Mage Armor
-0- Detect Magic, Message, Dancing Lights, Prestidigitation

Spell book:
All 0 level.
1st; Grease, Enlarge Person, Mount, Detect Secret Doors, Mage Armor, Protection From Evil, Obscuring Mist, Silent Image, Color Spray, Shield, Mount, Unseen Servant, Detect Undead, Charm Person, Magic Missile, Expeditious Retreat
2nd; Glitterdust, Mirror Image, Resist energy, Fog Cloud, Web, Detect Thoughts, Touch Of Idiocy, Flaming Sphere, Alter Self, Knock, Pyrotechnics, Rope Trick
3rd; Fireball, Summon Monster III, Stinking Cloud, Haste, Fly, Phantasm Steed, Dispel Magic, Arcane Sight, Heroism, Shrink Item
4th; Black Tentacles, Summon Monster IV, Globe Of Invulnerability Lesser, Stone Skin, Dimension Door, Scrying, Enervation, Mnemonic Enhancer, Stone Shape
5th; Summon Monster V, Teleport, Wall Of Stone, Prying Eyes, Feeblemind, Transmute Rock to Mud, Baleful Polymorph
6th; Contingency, Summon Monster VI, True Seeing, Form of the Dragon, Disintegrate, Geas/Quest

Scrolls:
x4 Mnemonic Enhancer

Feats:

1st Wizard Scribe Scroll:You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
human Improved Initiative: You get a +4 bonus on initiative checks.
1st Spell Focus (Conjuration):Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
3rd Augment Summoning:Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Wizard 5th Heighten Spell:A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
5th Preferred Spell(fireball):Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
7th Superior Summoning:Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
9th Preferred Spell (Summon Monster V):Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
Wizard 10th Quicken Spell:Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
11th Improved Familiar:When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Alertness (from familiar): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Forewarned(Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Familiar: Crusty Boogie (Greensting Scorpion). Thadoline acquired his familiar when he was very young and happened to be digging for gold in his nose, after finding a mighty multi-colored treasure in his nostril he unknowingly wiped it on a nearby scorpion, the creature hissed at him but did not strike. It was then that he new that they were a couple that was meant to be.

Crusty Boogie (Familiar stats):

GREENSTING SCORPION
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE

AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 34 (11d8)
Fort +3, Ref +6, Will +8
Immune mind-affecting effects
OFFENSE

Speed 30 ft.
Melee sting +10 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS

Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +5; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
ECOLOGY

Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES

Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


Traits:

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Skills:

(11) Diplomacy +12
(11) Knowledge (arcana) +21
(2) Knowledge (dungeoneering) +12
(5) Knowledge (history) +15
(11) Knowledge (Planes) +21
(2) Knowledge (nobility) +12
(5) Knowledge (Local) +15
(5) Knowledge (Nature) +15
(11) Knowledge (Religion) +21
(6) Linguistics +16
(11) Perception +12
(11) Spellcraft +21
(11) Use Magic Device +12
(5) Craft (alchemy) +15

Gear:

Portable Hole (20,000gp. 0lbs)
Inside Portable Hole
Platinum:
Gold: 4,619
Silver:
Spell book x4 (60 gp. 12lbs)
Parchment x20 (4 gp. 0lbs)
Ink pen x2 (2 sp. 0lbs)
Ink (8 gp. 0lbs)
Water skin x2 (4 gp. 8lbs)
Trail Rations x10 (5 gp. 10lbs)

On Person
Spell Component Pouch (5 gp. 2lbs)
Scroll Case (1gp. 1/2lbs)
Mnemonic Enhancer Scroll x4 (1,400gp crafted)
Common Backpack (2 gp. 2lbs)
Metamagic Rod of Silent Spell lesser (3,000gp. 5lbs)
Cloak of Resistance +2 (4,000gp. 1lbs)
Ring of Protection +2 (8,000gp. 0lbs)
Amulet of Natural Armor +2 (8,000gp. 0lbs)
Headband of Vast Intellect +4 (16,000gp. 0lbs)
Quarterstaff (0gp. 4lbs)
Weight: 14.5 lbs

Appearance & Mannerisms:
Thadoline stands about 5'-10" tall. He tends to try and look taller and stronger, due to an old habit of trying to impress his warrior father.

He is mildly handsome, and charismatic. He is quite healthy and agile, but doesn't focus on these things to much. His weight is 160 lbs. His eyes are blue, and hair dark brown.

Where he is really in his element is when it comes to knowledge and intellectual matters. He likes to impress with his knowledge but is not arrogant about it.

He usually looks to be deep in thought as if he is puzzling out some incantation or formula in his mind. He is religious and pious about his religion, but never felt as if it was necessary to enter the priesthood.

Back story:
Thadoline grew up in a family that prided themselves in the strength of their arms, and their skill with a sword. His Father was a warrior and his mother a tribal shaman. He, however had no martial skills or strength of arms. He did have the gift of foresight that he would tell his father about outcomes of battles before they happened. At first his father didn't believe, but when Thadoline was right every time his father Dainen began to listen.

His village is a very suspicious lot that only recognizes magic from the God Desna to be good and everything else is considered witchcraft and devilry. Shorty after several battles that Dainen fought in went so well the village cleric became suspicious and told the village elders that some sort of witchcraft was going on within the village and and it had something to do with Dainen or his son. Dainen feared for his sons life and planned for his sons departure.

Dainen send Thadoline away from the village to protect him. Shortly thereafter Thadoline met Hadeous the Diviner. Hadeous taught Thadoline the ways of magic and foresight. Until one day Hadeous was just gone without any notice or evidence that Thadoline could discover.

Thadoline studied and explored for several years. He always believed that his lost mentor was just around the next corner. This continued until he met a beautiful sorceress named Eva. The two of them fell in love and soon settled down together to start a family.

Thadoline all but forgot about his lost mentor until one day when his 12 year old son Demric disappeared in a shockingly similar manner to that of his mentor all those years ago. Thadoline renewed his quest to find his mentor and now his son, vowing to not stop until he has answers and they are found.

Thadoline knows that he will need help in his quest to find his son and perhaps finally learn what happened to his mentor. He seeks to find brave adventurers that may need a an experienced wizard to aid them. Together he hopes that all of them can find answers and more importantly he can find his son.